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Computer Graphics Programming in OpenGL with JAVA Third Edition

 

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, along with its theoretical foundations. It is appropriate both for computer science graphics courses, and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing.

 

Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com

 

 

BRIEF TABLE OF CONTENTS

1: Getting Started. 2: The OpenGL Graphics Pipeline. 3: Mathematical Foundations. 4: Managing 3D Graphics Data.

5: Texture Mapping. 6: 3D Models. 7: Lighting. 8: Shadows. 9: Sky and Backgrounds. 10: Enhancing Surface Detail.

11: Parametric Surfaces. 12: Tessellation. 13: Geometry Shaders. 14: Other Techniques. 15: Simulating Water. 16: Ray Tracing and Compute Shaders. 17: Stereoscopy for 3D Glasses and VR Headsets. Appendix A: Installation and Setup for Windows (PC). Appendix B: Installation and Setup for Macintosh. Appendix C: Using the Nsight Graphics Debugger. Index.

 

ABOUT THE AUTHORS

V. Scott Gordon and John Clevenger are both Computer Science professors at California State University Sacramento.

Additional book information
Book ISBN: 9781683927341
Author(s): V. Scott Gordon, PhD and John Clevenger, PhD
Publisher Mercury Learning & Information
Printed
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$89.95
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